Showing posts with label Emergent qualities. Show all posts
Showing posts with label Emergent qualities. Show all posts

Sunday, November 17, 2013

Getting the full impact of the story of a game

I just finished reading Permanence, by Karl Schroeder, today. For those of you who don't know, it's a outer space science fiction story with some intriguing aliens and some cool plot twists and turns, and real sense of wonder.

More than once I've lamented the fact that never have science fiction games turned out like I'd want them. When I finished Permanence I once again got reminded of that, since some parts of that book would work just fine as scenes in a Transhuman Space game. But, the philosophical implications, the inner turmoil of the characters and the way the mysteries of the settings were shadowed in the actions of the protagonists of the novel, those would probably never crop up in a game. Maybe it's a problem for me that the kind of sf I like is hard to recreate in a game. Or is it something else?

A while back I watched the Western remake, True Grit. It was a fabulous movie, with great shots and excellent interplay between the characters as they discovered their own "true grit". They way it was shot, using the scenes and the camera to show distance and closeness was also excellent. Today I saw the original, the True Grit from 1969 with John Wayne. I'm quite fond of many of his western movies. The Searchers, High Noon and Stagecoach I consider some of my favourites of all time. So, here we had the same story told in two different ways, just like the same adventure could play out very differently at two different tables.

That movie was shot very differently. It was always very light, never dark even when it was clearly supposed to be night. The music was so light and merry I almost laughed. After hearing for so long that "this ain't an easy trip, sister", that music totally flipped that impression over into a jolly ride into the wilderness. Surprisingly many of the lines the actors had were identical in the two movies, but they felt quite different. They both basically said the same thing, but it came across in a new way.

So, what does that mean for my longing after the deep impact of Permanence in my science fiction games? Well. I know that I can decide not to play jolly music when it's supposed to be grim, and I can try to describe the inner conflicts in NPCs by their external actions. But, I'm still a far away from capturing that magic. Sometimes you say the same things, and it comes across in a totally different way.

I wonder if I'll solve that riddle.

But, damn do I want to play an Old West game now, or what!

Sunday, September 8, 2013

Emergent Story - in multiple ways

I was listening to an episode of the The Walking Eye podcast recently. It sometimes has moments of pure brilliance, and I was hoping to catch some of those. Someone mentioned some "Forgespeak", which made me want to write this post. I've tried three times to make this to the point and less rambling. God knows if I succeeded!

Have you heard the phrases Story Before/Story Now/Story After? That was the "Forgespeak" which I triggered on. Basically, those words are all about how and when the "story" appear in the game. Naturally there are strong opinions attached to all those positions. I will just pontificate on the idea of story and when it happens, kind of with those positions as a starting point. We are talking rpg theory here, so nobody just blogs. We pontificate.

It's interesting how "story" became such a loaded term. Personally I blame the metaplot heavy days when White Wolfe reigned. Others were also quite into it, but it seems like the WoD gamers adapted it fully. The Story Before concept relates to that, with the GM showing up with a story in her head before even the game starts. I have actually played in a few con games like that, and they were not all bad. But, more often than not, I don't enjoy that.

But, the other cases of emerging story is more interesting. I'm not entirely sure why the Story After case are considered a sign of "dysfunctional play", but I'll roll with it and consider some cases of emerging stories.

I like to play games where actions of the players affect the world, and small pebbles tossed in the pond by the GM creates big ripples, just because one player or so decides to surf the waves created. That is one quite fun type of emergent story. On the other hand, being thrust into a situation where you have knobs to twiddle and dials to turn is also fun. It seems like some people only likes stories to emerge when they step outside the game system. Others seem to think real story only emerges when the knobs of the game mechanics drives that action. I'm kind of amazed that those two positions are sometimes defended so strongly against each other, when they in my mind is quite similar.

Famously, some people have claimed that the fact that D&D have most detailed rules for combat does not mean the game is about combat, quite the contrary! In that case, story emerges when the rules are not involved.

Other games have rules for social combat, or some kind of game currency you can use in interpersonal interactions, or maybe a set up where the setting and the roles of the characters are creating conflicts to be resolved by the players. I'm actually not sure why especially this latter kind of game so often are scorned by people interested in gaming they "old ways". Sometimes I think it's just a case of narrow vision, thinking D&D is the end all, be all of gaming. At other times it might be that stubborn resistance against "having anyone tell me what my character likes or not". While I can understand the idea of that argument, most people I've encountered arguing like that have also been close minded individuals who came across as jerks in general. Maybe that have coloured my opinion of that argument.

How about this situation? Your character is fighting lizardmen, and overwhelmed decides that as the last man standing, discretion is the better part of valour. From now on that player might decides to always have his character scowl and mutter when lizardmen show up as antagonists. Maybe the character even develops a slight phobia of lizards. That is all emergent story for that character, totally without being based on any rules forcing that to happen.

Compare that to some hippie game where the dungeon crawl is about the mental degeneration of those who crawl underground. Maybe in that game you have a psychological profile, and as you fail some game checks and the numbers decrease, your character get afflicted by some predetermined effect. This is also emergent story for that character. But, in this case it's mandated by the rules.

I personally think the latter way has one advantage. When those knobs and dials are in place, things will happen. If I have to hope for some lucky combination of situation, character and place it will be harder for me as a player to make that happen. It's basically a tool to make it likelier to happen. I think that sometimes the Story Now people have taken that position to be better, since you have tools. I know for a fact that even if I buy a really fancy hammer and saw, I still wont turn into a great carpenter. On the other hand, I still like to have great tools around. Tools I don't have can't help, or hinder. I think that is why I like those games which include more than basic combat, and leaves the rest to the group.

That being said, one thing I really don't get is why so many hippie game designers think that emotional relationships are the only good source of conflict and drama? Do we have to turn all our games into sappy soaps in order to have engaging games? I don't think so. It makes me think of a game I was once in, where we played in a setting developed by our GM. He is a great world builder so just the glimpses we had gotten of the bigger world made me want to go out and explore all that! Imagine my despair when it turned out that we had all been grounded in the village, banned from leaving and exploring the woods and wilds around. This was supposed to be a social game, using the rules for the Buffy RPG. Buffy happens to be a TV series I despise as a sappy soap. Maybe I came to the game from a wrong angle, but it sure didn't work for me.

What I wanted to say with that paragraph was just that the environment can be just a rich source of emerging story as people can. Sometimes I think the dungeon dwellers and the hippie gamers both wants emergent story, but forgets that point, in different ways. Both exploration of time and space as well as interpersonal relationships can create story. Having tools for that in the game system makes for great games when you uses them to hot rod one killer story, or for shiny gears that can lie dormant but admired as decoration as you blaze through the emergent story on wheels you just imagined into being all by yourself without tools.

Yeah, there you have me, creating some group hug of a messy metaphor. Whatever. Here, take a cloth and wipe of some of that grease and oil and go out and game. However.

Thursday, September 9, 2010

Do you have roleplaying in your game?

You might remember me talking about Diplomacy a while ago as the origins of roleplaying. Once again the question pop up about rules supporting roleplay. Today I read what Roger had to say about D&D being a role playing game or not. Naturally, it made me think of Diplomacy again.

When you look at the rules of diplomacy, they don't tell you to speka in funny voices. Neither do the rules of D&D, or T&T or any other first generation rpg. They are directions to facilitate play of the game by giving room for personal touches, while steering it along some common ground. Roleplaying just happens.

Roleplaying is an emerging quality of play. Those qualities are often the most valuable in a game. Some games have rules for X, which just happens to make most gamers do Y, since it's natural in that context. Sometimes you design for it, sometimes you don't.

I've realized one thing about those games which work really hard to facilitate a certain style of play. They often have a lot of space in them, like places of rest where you can find out what is natural in that context. Even there roleplaying is an emergent quality. Even when you have rules for social interactions and narrative control there's space in the rules. That's the rules that support roleplaying.

At least that's what my tired brain just found fascinating. Tell me about it.
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